X-Git-Url: https://de.git.xonotic.org/?a=blobdiff_plain;f=gl_backend.c;h=ad6f24c9189819f201f11d59b498dbcaa3aee925;hb=00322258fc19f151087caff9cacef0d7589f7fb4;hp=4b8c0343d05b3044baccf00d8475584be2478338;hpb=dbce962f09403fd5888d0bd858ceefc90bc3ea2b;p=xonotic%2Fdarkplaces.git diff --git a/gl_backend.c b/gl_backend.c index 4b8c0343..ad6f24c9 100644 --- a/gl_backend.c +++ b/gl_backend.c @@ -65,6 +65,8 @@ void GL_PrintError(int errornumber, char *filename, int linenumber) } #endif +#define BACKENDACTIVECHECK if (!backendactive) Sys_Error("GL backend function called when backend is not active\n"); + float r_mesh_farclip; static float viewdist; @@ -79,166 +81,116 @@ float overbrightscale; void SCR_ScreenShot_f (void); -static int max_meshs; -static int max_verts; // always max_meshs * 3 - -typedef struct buf_mesh_s -{ - int depthmask; - int depthtest; - int blendfunc1, blendfunc2; - int textures[MAX_TEXTUREUNITS]; - int texturergbscale[MAX_TEXTUREUNITS]; - int firsttriangle; - int triangles; - int firstvert; - int verts; - matrix4x4_t matrix; - struct buf_mesh_s *chain; -} -buf_mesh_t; +// these are externally accessible +float mesh_colorscale; +int *varray_element; +float *varray_vertex; +float *varray_color; +float *varray_texcoord[MAX_TEXTUREUNITS]; +int mesh_maxtris; +int mesh_maxverts; // always mesh_maxtris * 3 + +static matrix4x4_t backend_viewmatrix; +static matrix4x4_t backend_modelmatrix; +static matrix4x4_t backend_modelviewmatrix; +static matrix4x4_t backend_glmodelviewmatrix; + +static int backendunits, backendactive; +static qbyte *varray_bcolor; +static mempool_t *gl_backend_mempool; -typedef struct buf_tri_s +void GL_Backend_AllocArrays(void) { - int index[3]; -} -buf_tri_t; + int i; -typedef struct -{ - float v[4]; -} -buf_vertex_t; + if (!gl_backend_mempool) + gl_backend_mempool = Mem_AllocPool("GL_Backend"); -typedef struct -{ - float c[4]; -} -buf_fcolor_t; + mesh_maxverts = mesh_maxtris * 3; -typedef struct -{ - qbyte c[4]; + varray_element = Mem_Alloc(gl_backend_mempool, mesh_maxtris * sizeof(int[3])); + varray_vertex = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_color = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[4])); + varray_bcolor = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(qbyte[4])); + for (i = 0;i < backendunits;i++) + varray_texcoord[i] = Mem_Alloc(gl_backend_mempool, mesh_maxverts * sizeof(float[2])); + for (;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_bcolor_t; -typedef struct +void GL_Backend_FreeArrays(int resizingbuffers) { - float t[2]; + int i; + if (resizingbuffers) + Mem_EmptyPool(gl_backend_mempool); + else + Mem_FreePool(&gl_backend_mempool); + varray_element = NULL; + varray_vertex = NULL; + varray_color = NULL; + varray_bcolor = NULL; + for (i = 0;i < MAX_TEXTUREUNITS;i++) + varray_texcoord[i] = NULL; } -buf_texcoord_t; - -static int currentmesh, currenttriangle, currentvertex, backendunits, backendactive; -static buf_mesh_t *buf_mesh; -static buf_tri_t *buf_tri; -static buf_vertex_t *buf_vertex; -static buf_fcolor_t *buf_fcolor; -static buf_bcolor_t *buf_bcolor; -static buf_texcoord_t *buf_texcoord[MAX_TEXTUREUNITS]; - -static mempool_t *gl_backend_mempool; -static int resizingbuffers = false; static void gl_backend_start(void) { - int i; - - qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); - qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); - Con_Printf("OpenGL Backend started with gl_mesh_maxtriangles %i\n", gl_mesh_maxtriangles.integer); if (qglDrawRangeElements != NULL) + { + qglGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &gl_maxdrawrangeelementsvertices); + qglGetIntegerv(GL_MAX_ELEMENTS_INDICES, &gl_maxdrawrangeelementsindices); + CHECKGLERROR Con_Printf("glDrawRangeElements detected (max vertices %i, max indices %i)\n", gl_maxdrawrangeelementsvertices, gl_maxdrawrangeelementsindices); + } if (strstr(gl_renderer, "3Dfx")) { Con_Printf("3Dfx driver detected, forcing gl_mesh_floatcolors to 0 to prevent crashs\n"); Cvar_SetValueQuick(&gl_mesh_floatcolors, 0); } - Con_Printf("\n"); - - max_verts = max_meshs * 3; - - if (!gl_backend_mempool) - gl_backend_mempool = Mem_AllocPool("GL_Backend"); -#define BACKENDALLOC(var, count, sizeofstruct, varname)\ - {\ - var = Mem_Alloc(gl_backend_mempool, count * sizeof(sizeofstruct));\ - if (var == NULL)\ - Sys_Error("gl_backend_start: unable to allocate memory for %s (%d bytes)\n", (varname), count * sizeof(sizeofstruct));\ - memset(var, 0, count * sizeof(sizeofstruct));\ - } + backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); - BACKENDALLOC(buf_mesh, max_meshs, buf_mesh_t, "buf_mesh") - BACKENDALLOC(buf_tri, max_meshs, buf_tri_t, "buf_tri") - BACKENDALLOC(buf_vertex, max_verts, buf_vertex_t, "buf_vertex") - BACKENDALLOC(buf_fcolor, max_verts, buf_fcolor_t, "buf_fcolor") - BACKENDALLOC(buf_bcolor, max_verts, buf_bcolor_t, "buf_bcolor") + GL_Backend_AllocArrays(); - for (i = 0;i < MAX_TEXTUREUNITS;i++) - { - // only allocate as many texcoord arrays as we need - if (i < gl_textureunits) - { - BACKENDALLOC(buf_texcoord[i], max_verts, buf_texcoord_t, va("buf_texcoord[%d]", i)) - } - else - { - buf_texcoord[i] = NULL; - } - } - backendunits = min(MAX_TEXTUREUNITS, gl_textureunits); backendactive = true; } static void gl_backend_shutdown(void) { - Con_Printf("OpenGL Backend shutting down\n"); - - if (resizingbuffers) - Mem_EmptyPool(gl_backend_mempool); - else - Mem_FreePool(&gl_backend_mempool); - backendunits = 0; backendactive = false; + + Con_Printf("OpenGL Backend shutting down\n"); + + GL_Backend_FreeArrays(false); } -static void gl_backend_bufferchanges(int init) +void GL_Backend_CheckCvars(void) { - if (overflowedverts > gl_mesh_maxtriangles.integer * 3) - Cvar_SetValueQuick(&gl_mesh_maxtriangles, (int) ((overflowedverts + 2) / 3)); - overflowedverts = 0; - if (gl_mesh_drawmode.integer < 0) Cvar_SetValueQuick(&gl_mesh_drawmode, 0); if (gl_mesh_drawmode.integer > 3) Cvar_SetValueQuick(&gl_mesh_drawmode, 3); + // change drawmode 3 to 2 if 3 won't work if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL) - { - // change drawmode 3 to 2 if 3 won't work at all Cvar_SetValueQuick(&gl_mesh_drawmode, 2); - } // 21760 is (65536 / 3) rounded off to a multiple of 128 if (gl_mesh_maxtriangles.integer < 1024) Cvar_SetValueQuick(&gl_mesh_maxtriangles, 1024); if (gl_mesh_maxtriangles.integer > 21760) Cvar_SetValueQuick(&gl_mesh_maxtriangles, 21760); +} - if (max_meshs != gl_mesh_maxtriangles.integer) - { - max_meshs = gl_mesh_maxtriangles.integer; - - if (!init) - { - resizingbuffers = true; - gl_backend_shutdown(); - gl_backend_start(); - resizingbuffers = false; - } - } +void GL_Backend_ResizeArrays(int numtriangles) +{ + Cvar_SetValueQuick(&gl_mesh_maxtriangles, numtriangles); + GL_Backend_CheckCvars(); + mesh_maxtris = gl_mesh_maxtriangles.integer; + GL_Backend_FreeArrays(true); + GL_Backend_AllocArrays(); } static void gl_backend_newmap(void) @@ -257,8 +209,8 @@ void gl_backend_init(void) Cvar_RegisterVariable(&gl_mesh_maxtriangles); Cvar_RegisterVariable(&gl_mesh_floatcolors); Cvar_RegisterVariable(&gl_mesh_drawmode); + GL_Backend_CheckCvars(); R_RegisterModule("GL_Backend", gl_backend_start, gl_backend_shutdown, gl_backend_newmap); - gl_backend_bufferchanges(true); } int arraylocked = false; @@ -324,9 +276,23 @@ static void GL_SetupFrame (void) qglFrustum(-xmax, xmax, -ymax, ymax, zNear, zFar);CHECKGLERROR qglMatrixMode(GL_MODELVIEW);CHECKGLERROR - qglLoadIdentity ();CHECKGLERROR + Matrix4x4_CreateRotate(&backend_viewmatrix, -90, 1, 0, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, 90, 0, 0, 1); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[2], 1, 0, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[0], 0, 1, 0); + Matrix4x4_ConcatRotate(&backend_viewmatrix, -r_refdef.viewangles[1], 0, 0, 1); + Matrix4x4_ConcatTranslate(&backend_viewmatrix, -r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]); + //Con_Printf("Our Matrix:\n"); + //Matrix4x4_Print(&backend_viewmatrix); + + //Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_viewmatrix); + //qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]);CHECKGLERROR + memset(&backend_modelmatrix, 0, sizeof(backend_modelmatrix)); + + /* // put Z going up + qglLoadIdentity ();CHECKGLERROR qglRotatef (-90, 1, 0, 0);CHECKGLERROR qglRotatef (90, 0, 0, 1);CHECKGLERROR // camera rotation @@ -335,6 +301,11 @@ static void GL_SetupFrame (void) qglRotatef (-r_refdef.viewangles[1], 0, 0, 1);CHECKGLERROR // camera location qglTranslatef (-r_refdef.vieworg[0], -r_refdef.vieworg[1], -r_refdef.vieworg[2]);CHECKGLERROR + qglGetFloatv (GL_MODELVIEW_MATRIX, &gl_viewmatrix.m[0][0]); + Matrix4x4_Transpose(&backend_viewmatrix, &gl_viewmatrix); + Con_Printf("GL Matrix:\n"); + Matrix4x4_Print(&backend_viewmatrix); + */ } static struct @@ -343,7 +314,7 @@ static struct int blendfunc2; int blend; GLboolean depthmask; - int depthtest; + int depthdisable; int unit; int clientunit; int texture[MAX_TEXTUREUNITS]; @@ -395,7 +366,7 @@ void GL_SetupTextureState(void) if (gl_mesh_drawmode.integer > 0) { qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[i]);CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[i]);CHECKGLERROR if (gl_state.texture[i]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR @@ -421,7 +392,7 @@ void GL_SetupTextureState(void) } if (gl_mesh_drawmode.integer > 0) { - qglTexCoordPointer(2, GL_FLOAT, sizeof(buf_texcoord_t), buf_texcoord[0]);CHECKGLERROR + qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), varray_texcoord[0]);CHECKGLERROR if (gl_state.texture[0]) { qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR @@ -434,32 +405,10 @@ void GL_SetupTextureState(void) } } -// called at beginning of frame int usedarrays; -void R_Mesh_Start(float farclip) +void GL_Backend_ResetState(void) { int i; - if (!backendactive) - Sys_Error("R_Mesh_Clear: called when backend is not active\n"); - - CHECKGLERROR - - gl_backend_bufferchanges(false); - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - r_mesh_farclip = farclip; - viewdist = DotProduct(r_origin, vpn); - vpnbit0 = vpn[0] < 0; - vpnbit1 = vpn[1] < 0; - vpnbit2 = vpn[2] < 0; - - c_meshs = 0; - c_meshtris = 0; - - GL_SetupFrame(); - gl_state.unit = 0; gl_state.clientunit = 0; @@ -472,7 +421,7 @@ void R_Mesh_Start(float farclip) qglEnable(GL_CULL_FACE);CHECKGLERROR qglCullFace(GL_FRONT);CHECKGLERROR - gl_state.depthtest = true; + gl_state.depthdisable = false; qglEnable(GL_DEPTH_TEST);CHECKGLERROR gl_state.blendfunc1 = GL_ONE; @@ -489,15 +438,15 @@ void R_Mesh_Start(float farclip) if (gl_mesh_drawmode.integer > 0) { usedarrays = true; - qglVertexPointer(3, GL_FLOAT, sizeof(buf_vertex_t), &buf_vertex[0].v[0]);CHECKGLERROR + qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), varray_vertex);CHECKGLERROR qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR if (gl_mesh_floatcolors.integer) { - qglColorPointer(4, GL_FLOAT, sizeof(buf_fcolor_t), &buf_fcolor[0].c[0]);CHECKGLERROR + qglColorPointer(4, GL_FLOAT, sizeof(float[4]), varray_color);CHECKGLERROR } else { - qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(buf_bcolor_t), &buf_bcolor[0].c[0]);CHECKGLERROR + qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), varray_bcolor);CHECKGLERROR } qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR } @@ -505,9 +454,34 @@ void R_Mesh_Start(float farclip) GL_SetupTextureState(); } +// called at beginning of frame +void R_Mesh_Start(float farclip) +{ + BACKENDACTIVECHECK + + CHECKGLERROR + + r_mesh_farclip = farclip; + viewdist = DotProduct(r_origin, vpn); + vpnbit0 = vpn[0] < 0; + vpnbit1 = vpn[1] < 0; + vpnbit2 = vpn[2] < 0; + + c_meshs = 0; + c_meshtris = 0; + + GL_Backend_CheckCvars(); + if (mesh_maxtris != gl_mesh_maxtriangles.integer) + GL_Backend_ResizeArrays(gl_mesh_maxtriangles.integer); + + GL_SetupFrame(); + + GL_Backend_ResetState(); +} + int gl_backend_rebindtextures; -void GL_ConvertColorsFloatToByte(void) +void GL_ConvertColorsFloatToByte(int numverts) { int i, k, total; // LordHavoc: to avoid problems with aliasing (treating memory as two @@ -517,10 +491,10 @@ void GL_ConvertColorsFloatToByte(void) volatile float *fcolor; qbyte *bcolor; - total = currentvertex * 4; + total = numverts * 4; // shift float to have 8bit fraction at base of number - fcolor = &buf_fcolor->c[0]; + fcolor = varray_color; for (i = 0;i < total;) { fcolor[i ] += 32768.0f; @@ -531,8 +505,8 @@ void GL_ConvertColorsFloatToByte(void) } // then read as integer and kill float bits... - icolor = (int *)&buf_fcolor->c[0]; - bcolor = &buf_bcolor->c[0]; + icolor = (int *)varray_color; + bcolor = varray_bcolor; for (i = 0;i < total;) { k = icolor[i ] & 0x7FFFFF;if (k > 255) k = 255;bcolor[i ] = (qbyte) k; @@ -543,129 +517,50 @@ void GL_ConvertColorsFloatToByte(void) } } -void GL_MeshState(buf_mesh_t *mesh) +/* +void GL_TransformVertices(int numverts) { int i; - if (backendunits > 1) - { - for (i = 0;i < backendunits;i++) - { - if (gl_state.texture[i] != mesh->textures[i]) - { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - if (gl_state.texture[i] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = mesh->textures[i]));CHECKGLERROR - if (gl_state.texture[i] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - // have to disable texcoord array on disabled texture - // units due to NVIDIA driver bug with - // compiled_vertex_array - if (gl_state.clientunit != i) - { - qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR - } - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - if (gl_state.texturergbscale[i] != mesh->texturergbscale[i]) - { - if (gl_state.unit != i) - { - qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR - } - qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = mesh->texturergbscale[i]));CHECKGLERROR - } - } - } - else - { - if (gl_state.texture[0] != mesh->textures[0]) - { - if (gl_state.texture[0] == 0) - { - qglEnable(GL_TEXTURE_2D);CHECKGLERROR - qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = mesh->textures[0]));CHECKGLERROR - if (gl_state.texture[0] == 0) - { - qglDisable(GL_TEXTURE_2D);CHECKGLERROR - qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR - } - } - } - if (gl_state.blendfunc1 != mesh->blendfunc1 || gl_state.blendfunc2 != mesh->blendfunc2) - { - qglBlendFunc(gl_state.blendfunc1 = mesh->blendfunc1, gl_state.blendfunc2 = mesh->blendfunc2);CHECKGLERROR - if (gl_state.blendfunc2 == GL_ZERO) - { - if (gl_state.blendfunc1 == GL_ONE) - { - if (gl_state.blend) - { - gl_state.blend = 0; - qglDisable(GL_BLEND);CHECKGLERROR - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - else - { - if (!gl_state.blend) - { - gl_state.blend = 1; - qglEnable(GL_BLEND);CHECKGLERROR - } - } - } - if (gl_state.depthtest != mesh->depthtest) - { - gl_state.depthtest = mesh->depthtest; - if (gl_state.depthtest) - qglEnable(GL_DEPTH_TEST); - else - qglDisable(GL_DEPTH_TEST); - } - if (gl_state.depthmask != mesh->depthmask) - { - qglDepthMask(gl_state.depthmask = mesh->depthmask);CHECKGLERROR + float m[12], tempv[4], *v; + m[0] = backendmatrix.m[0][0]; + m[1] = backendmatrix.m[0][1]; + m[2] = backendmatrix.m[0][2]; + m[3] = backendmatrix.m[0][3]; + m[4] = backendmatrix.m[1][0]; + m[5] = backendmatrix.m[1][1]; + m[6] = backendmatrix.m[1][2]; + m[7] = backendmatrix.m[1][3]; + m[8] = backendmatrix.m[2][0]; + m[9] = backendmatrix.m[2][1]; + m[10] = backendmatrix.m[2][2]; + m[11] = backendmatrix.m[2][3]; + for (i = 0, v = varray_vertex;i < numverts;i++, v += 4) + { + VectorCopy(v, tempv); + v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; + v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; + v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; } } +*/ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *index) { unsigned int i, j, in; + qbyte *c; + float *v; + GL_LockArray(firstvert, endvert - firstvert); if (gl_mesh_drawmode.integer >= 3/* && (endvert - firstvert) <= gl_maxdrawrangeelementsvertices && (indexcount) <= gl_maxdrawrangeelementsindices*/) { // GL 1.2 or GL 1.1 with extension qglDrawRangeElements(GL_TRIANGLES, firstvert, endvert, indexcount, GL_UNSIGNED_INT, index); + CHECKGLERROR } else if (gl_mesh_drawmode.integer >= 2) { // GL 1.1 qglDrawElements(GL_TRIANGLES, indexcount, GL_UNSIGNED_INT, index); + CHECKGLERROR } else if (gl_mesh_drawmode.integer >= 1) { @@ -675,6 +570,7 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in for (i = 0;i < indexcount;i++) qglArrayElement(index[i]); qglEnd(); + CHECKGLERROR } else { @@ -687,11 +583,18 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in for (i = 0;i < indexcount;i++) { in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); + c = varray_bcolor + in * 4; + qglColor4ub(c[0], c[1], c[2], c[3]); for (j = 0;j < backendunits;j++) + { if (gl_state.texture[j]) - qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, buf_texcoord[j][in].t[0], buf_texcoord[j][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); + { + v = varray_texcoord[j] + in * 2; + qglMultiTexCoord2f(GL_TEXTURE0_ARB + j, v[0], v[1]); + } + } + v = varray_vertex + in * 4; + qglVertex3f(v[0], v[1], v[2]); } } else @@ -699,99 +602,58 @@ void GL_DrawRangeElements(int firstvert, int endvert, int indexcount, GLuint *in for (i = 0;i < indexcount;i++) { in = index[i]; - qglColor4ub(buf_bcolor[in].c[0], buf_bcolor[in].c[1], buf_bcolor[in].c[2], buf_bcolor[in].c[3]); + c = varray_bcolor + in * 4; + qglColor4ub(c[0], c[1], c[2], c[3]); if (gl_state.texture[0]) - qglTexCoord2f(buf_texcoord[0][in].t[0], buf_texcoord[0][in].t[1]); - qglVertex3f(buf_vertex[in].v[0], buf_vertex[in].v[1], buf_vertex[in].v[2]); + { + v = varray_texcoord[0] + in * 2; + qglTexCoord2f(v[0], v[1]); + } + v = varray_vertex + in * 4; + qglVertex3f(v[0], v[1], v[2]); } } qglEnd(); + CHECKGLERROR } + GL_UnlockArray(); } -// renders mesh buffers, called to flush buffers when full -void R_Mesh_Render(void) +// enlarges geometry buffers if they are too small +void _R_Mesh_ResizeCheck(int numverts, int numtriangles) { - int i, k; - float *v, tempv[4], m[12]; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Render: called when backend is not active\n"); - - if (!currentmesh) - return; - - if (!r_render.integer) + if (numtriangles > mesh_maxtris || numverts > mesh_maxverts) { - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - return; + BACKENDACTIVECHECK + GL_Backend_ResizeArrays(max(numtriangles, (numverts + 2) / 3) + 100); + GL_Backend_ResetState(); } +} + +// renders the mesh +void R_Mesh_Draw(int numverts, int numtriangles) +{ + BACKENDACTIVECHECK + + c_meshs++; + c_meshtris += numtriangles; CHECKGLERROR // drawmode 0 always uses byte colors if (!gl_mesh_floatcolors.integer || gl_mesh_drawmode.integer <= 0) - GL_ConvertColorsFloatToByte(); - - if (gl_backend_rebindtextures) - { - gl_backend_rebindtextures = false; - GL_SetupTextureState(); - } - - GL_MeshState(buf_mesh); - for (k = 0, mesh = buf_mesh;k < currentmesh;k++, mesh++) - { - m[0] = mesh->matrix.m[0][0]; - m[1] = mesh->matrix.m[0][1]; - m[2] = mesh->matrix.m[0][2]; - m[3] = mesh->matrix.m[0][3]; - m[4] = mesh->matrix.m[1][0]; - m[5] = mesh->matrix.m[1][1]; - m[6] = mesh->matrix.m[1][2]; - m[7] = mesh->matrix.m[1][3]; - m[8] = mesh->matrix.m[2][0]; - m[9] = mesh->matrix.m[2][1]; - m[10] = mesh->matrix.m[2][2]; - m[11] = mesh->matrix.m[2][3]; - for (i = 0, v = buf_vertex[mesh->firstvert].v;i < mesh->verts;i++, v += 4) - { - VectorCopy(v, tempv); - //Matrix4x4_Transform(&mesh->matrix, tempv, v); - v[0] = tempv[0] * m[0] + tempv[1] * m[1] + tempv[2] * m[2] + m[3]; - v[1] = tempv[0] * m[4] + tempv[1] * m[5] + tempv[2] * m[6] + m[7]; - v[2] = tempv[0] * m[8] + tempv[1] * m[9] + tempv[2] * m[10] + m[11]; - } - } - GL_LockArray(0, currentvertex); - GL_DrawRangeElements(buf_mesh->firstvert, buf_mesh->firstvert + buf_mesh->verts, buf_mesh->triangles * 3, (unsigned int *)&buf_tri[buf_mesh->firsttriangle].index[0]);CHECKGLERROR - - if (currentmesh >= 2) - { - for (k = 1, mesh = buf_mesh + k;k < currentmesh;k++, mesh++) - { - GL_MeshState(mesh); - GL_DrawRangeElements(mesh->firstvert, mesh->firstvert + mesh->verts, mesh->triangles * 3, buf_tri[mesh->firsttriangle].index);CHECKGLERROR - } - } - - currentmesh = 0; - currenttriangle = 0; - currentvertex = 0; - - GL_UnlockArray();CHECKGLERROR + GL_ConvertColorsFloatToByte(numverts); + //GL_TransformVertices(numverts); + if (!r_render.integer) + return; + GL_DrawRangeElements(0, numverts, numtriangles * 3, varray_element); } // restores backend state, used when done with 3D rendering void R_Mesh_Finish(void) { int i; - // flush any queued meshs - if (currentmesh) - R_Mesh_Render(); + BACKENDACTIVECHECK if (backendunits > 1) { @@ -843,77 +705,39 @@ void R_Mesh_Finish(void) void R_Mesh_ClearDepth(void) { - if (currentmesh) - R_Mesh_Render(); + BACKENDACTIVECHECK + R_Mesh_Finish(); qglClear(GL_DEPTH_BUFFER_BIT); R_Mesh_Start(r_mesh_farclip); } -// allocates space in geometry buffers, and fills in pointers to the buffers in passsed struct -// (this is used for very high speed rendering, no copying) -int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright) +void R_Mesh_Matrix(const matrix4x4_t *matrix) { - // these are static because gcc runs out of virtual registers otherwise - int i, j, overbright; - float scaler; - buf_mesh_t *mesh; - - if (!backendactive) - Sys_Error("R_Mesh_Draw_GetBuffer: called when backend is not active\n"); - - if (!m->numtriangles - || !m->numverts) - Host_Error("R_Mesh_Draw_GetBuffer: no triangles or verts\n"); - - // LordHavoc: removed this error condition because with floatcolors 0, - // the 3DFX driver works with very large meshs - // FIXME: we can work around this by falling back on non-array renderer if buffers are too big - //if (m->numtriangles > 1024 || m->numverts > 3072) - //{ - // Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for 3DFX drivers, rejected\n"); - // return false; - //} - - i = max(m->numtriangles * 3, m->numverts); - if (overflowedverts < i) - overflowedverts = i; - - if (m->numtriangles > max_meshs || m->numverts > max_verts) + if (memcmp(matrix, &backend_modelmatrix, sizeof(matrix4x4_t))) { - Con_Printf("R_Mesh_Draw_GetBuffer: mesh too big for current gl_mesh_maxtriangles setting, increasing limits\n"); - return false; + backend_modelmatrix = *matrix; + Matrix4x4_Concat(&backend_modelviewmatrix, &backend_viewmatrix, matrix); + Matrix4x4_Transpose(&backend_glmodelviewmatrix, &backend_modelviewmatrix); + qglLoadMatrixf(&backend_glmodelviewmatrix.m[0][0]); } +} - if (currentmesh) +// sets up the requested state +void R_Mesh_State(const rmeshstate_t *m) +{ + int i, overbright; + int texturergbscale[MAX_TEXTUREUNITS]; + float scaler; + + BACKENDACTIVECHECK + + if (gl_backend_rebindtextures) { - R_Mesh_Render(); - Con_Printf("mesh queue not empty, flushing.\n"); + gl_backend_rebindtextures = false; + GL_SetupTextureState(); } - c_meshs++; - c_meshtris += m->numtriangles; - m->index = &buf_tri[currenttriangle].index[0]; - m->vertex = &buf_vertex[currentvertex].v[0]; - m->color = &buf_fcolor[currentvertex].c[0]; - for (i = 0;i < backendunits;i++) - m->texcoords[i] = &buf_texcoord[i][currentvertex].t[0]; - - // opaque meshs are rendered directly - mesh = &buf_mesh[currentmesh++]; - mesh->firsttriangle = currenttriangle; - mesh->firstvert = currentvertex; - currenttriangle += m->numtriangles; - currentvertex += m->numverts; - - mesh->blendfunc1 = m->blendfunc1; - mesh->blendfunc2 = m->blendfunc2; - mesh->depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite); - mesh->depthtest = !m->depthdisable; - mesh->triangles = m->numtriangles; - mesh->verts = m->numverts; - mesh->matrix = m->matrix; // this copies the struct - overbright = false; scaler = 1; if (m->blendfunc1 == GL_DST_COLOR) @@ -926,31 +750,134 @@ int R_Mesh_Draw_GetBuffer(rmeshbufferinfo_t *m, int wantoverbright) { if (m->tex[0]) { - overbright = wantoverbright && gl_combine.integer; + overbright = m->wantoverbright && gl_combine.integer; if (overbright) scaler *= 0.25f; } scaler *= overbrightscale; } - m->colorscale = scaler; + mesh_colorscale = scaler; - j = -1; - for (i = 0;i < MAX_TEXTUREUNITS;i++) + if (gl_state.blendfunc1 != m->blendfunc1 || gl_state.blendfunc2 != m->blendfunc2) + { + qglBlendFunc(gl_state.blendfunc1 = m->blendfunc1, gl_state.blendfunc2 = m->blendfunc2);CHECKGLERROR + if (gl_state.blendfunc2 == GL_ZERO) + { + if (gl_state.blendfunc1 == GL_ONE) + { + if (gl_state.blend) + { + gl_state.blend = 0; + qglDisable(GL_BLEND);CHECKGLERROR + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + else + { + if (!gl_state.blend) + { + gl_state.blend = 1; + qglEnable(GL_BLEND);CHECKGLERROR + } + } + } + if (gl_state.depthdisable != m->depthdisable) { - if ((mesh->textures[i] = m->tex[i])) + gl_state.depthdisable = m->depthdisable; + if (gl_state.depthdisable) + qglDisable(GL_DEPTH_TEST); + else + qglEnable(GL_DEPTH_TEST); + } + if (gl_state.depthmask != (m->blendfunc2 == GL_ZERO || m->depthwrite)) + { + qglDepthMask(gl_state.depthmask = (m->blendfunc2 == GL_ZERO || m->depthwrite));CHECKGLERROR + } + + for (i = 0;i < backendunits;i++) + { + if (m->texrgbscale[i]) + texturergbscale[i] = m->texrgbscale[i]; + else + texturergbscale[i] = 1; + } + if (overbright) + { + for (i = backendunits - 1;i >= 0;i--) { - j = i; - if (i >= backendunits) - Sys_Error("R_Mesh_Draw_GetBuffer: texture %i supplied when there are only %i texture units\n", j + 1, backendunits); + if (m->tex[i]) + { + texturergbscale[i] = 4; + break; + } } - mesh->texturergbscale[i] = m->texrgbscale[i]; - if (mesh->texturergbscale[i] != 1 && mesh->texturergbscale[i] != 2 && mesh->texturergbscale[i] != 4) - mesh->texturergbscale[i] = 1; } - if (overbright && j >= 0) - mesh->texturergbscale[j] = 4; - return true; + if (backendunits > 1) + { + for (i = 0;i < backendunits;i++) + { + if (gl_state.texture[i] != m->tex[i]) + { + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + if (gl_state.texture[i] == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[i] = m->tex[i]));CHECKGLERROR + if (gl_state.texture[i] == 0) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + if (gl_state.clientunit != i) + { + qglClientActiveTexture(GL_TEXTURE0_ARB + (gl_state.clientunit = i));CHECKGLERROR + } + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + if (gl_state.texturergbscale[i] != texturergbscale[i]) + { + if (gl_state.unit != i) + { + qglActiveTexture(GL_TEXTURE0_ARB + (gl_state.unit = i));CHECKGLERROR + } + qglTexEnvi(GL_TEXTURE_ENV, GL_RGB_SCALE_ARB, (gl_state.texturergbscale[i] = texturergbscale[i]));CHECKGLERROR + } + } + } + else + { + if (gl_state.texture[0] != m->tex[0]) + { + if (gl_state.texture[0] == 0) + { + qglEnable(GL_TEXTURE_2D);CHECKGLERROR + qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + qglBindTexture(GL_TEXTURE_2D, (gl_state.texture[0] = m->tex[0]));CHECKGLERROR + if (gl_state.texture[0] == 0) + { + qglDisable(GL_TEXTURE_2D);CHECKGLERROR + qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR + } + } + } } /*